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Question by invitadoxr · Jun 17, 2020 at 02:50 PM · physicscharactercontrollerjumplag

Character Controller too lag and no and without equal height

Hello everyone and thanks to the community in advance.

the code below is a 3d platform character controller (and wish it still is) that runs relatively well, the camera was made in Cinemachine.

but I feel that the jump and the gravity is too laggy and unreal. also, on occasions it jumps higher or lower when it wants.

I do not know what to do.

The code:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 
 
 public class Movement : MonoBehaviour
 {
     #region vars
     public Transform cam;
     public CharacterController cc;
     
     private Vector3 dir = Vector3.zero;
     private Vector2 inputClamp = Vector2.zero;
     public float speedMov = 8f;
     public float speedRot = 10f;
     public float gravity = 9.80665f;
     public bool isGrounded = false;
     public float jumpForce = 15f;
     public float jumpOffset = 0.1f;
     #endregion
 
     
     void Update()
     {
         //get inputs
         inputClamp = new Vector2(Input.GetAxis("Horizontal"), Input.GetAxis("Vertical"));
         inputClamp = Vector2.ClampMagnitude(inputClamp,1);
 
         DoLookAt();
 
         //move in the look forward
         Vector3 v01 = dir;
         Vector3 v02 = transform.forward * inputClamp.magnitude;
         dir = Vector3.Lerp(v01,v02,0.5f);
         cc.Move(dir * speedMov * Time.deltaTime);
 
         //reset for no move again in x and z axis
         //with lerp smooth axis and to use for gravity
         Vector3 v1 = dir;
         Vector3 v2 = new Vector3(0f, dir.y, 0f);
         dir = Vector3.Lerp(v1, v2, /**/ 0.5f);
 
         // RaycastHit hit;
         isGrounded = Physics.Raycast( transform.position, Vector3.down, cc.bounds.extents.y + jumpOffset );
 
         if(isGrounded){
             dir.y = -0.5f;
             if(Input.GetButtonDown("Jump")){
                 // dir.y = jumpForce;// no work complety well
                 // dir.y = Mathf.Sqrt(jumpForce * -2f * gravity);//no work complety well
                 dir.y = dir.y + jumpForce - gravity * Time.deltaTime * Time.deltaTime;//no work complety well too
             }
         }   
         else{
             dir.y = dir.y - gravity * Time.deltaTime;
             dir.y = Mathf.Clamp(dir.y, -gravity, gravity);
         }     
 
         cc.Move(dir * Time.deltaTime);
 
 
     }//end Update
 
 
     private void DoLookAt(){
         Vector3 camF = cam.forward;
         Vector3 camR = cam.right;
         //the cam is posible to be in angulated, reset
         camF.y = 0;
         camR.y = 0;
         camF = camF.normalized;
         camR = camR.normalized;
         Vector3 dirRot = camF * inputClamp.y + camR * inputClamp.x;
 
         if( inputClamp.magnitude > 0.1f ){
             Quaternion rot = Quaternion.LookRotation(dirRot);
             transform.rotation = Quaternion.Lerp(transform.rotation, rot, speedRot * Time.deltaTime);
         }
     }
 
 
 }//end class
 

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